Galinette
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Everything posted by Galinette
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RALT not displaying correctly on RCP HUD repeater.
Galinette replied to leg5840's topic in Bugs and Problems
Fixed for next release -
F15E TDC slew bug (in the TPOD page)
Galinette replied to notproplayer3's topic in Controller Questions and Bugs
Your ministick, as an analog device, is continuously sending noisy values which fight with key binds. Just add a deadzone in DCS axis tune panel, it should fix your problem. -
It's not inconsistent, but mode dependent. On most radar modes it will record the screen depending on sweep, patch maps, etc... hence the variable rate This makes recording video more difficult I acknowledge, but recording videos was not the intended purpose. This feature was added to allow intelligence gathering scenarios easy and I wanted to record as few images as possible while not missing stuff. For making videos, a video recording feature would be of course much better, but it's not yet possible in DCS. In that case the best is still video capture on an exported MFD.
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Create Offset To Designated Target Point
Galinette replied to sidekick65's topic in Controller Questions and Bugs
That's not 100% correct. You absolutely can create target points and add offsets to them in flight. What you cannot do, is adding an offset to a TOO designation (Target Of Opportunity, what you get if designating with no steerpoint selected) But, offsets are not meant to be used as initial points for ingress. You use initial steer points for this. Offsets are intended to help designating the objective, when it's not well visible on radar patches, but an recognizable landmark nearby is easy to spot. Set the target point on the target, the offset on the landmark (building, runway end, etc...). Select and designate the offset point, and you will be guided for release on the target point. -
The out of bounds target box behavior is milliradian accurate up to the way of de-centered projecting the position to the clipping boundary. Current implementation of HUD limits is not a butt guess. I'm absolutely not a fan of thick HUD lines in other modules and they don't give a proper feeling of the real thing, which thin and sharp when you physically look at it. But anyway we provided a reliable, IC passing way of customizing it via Saved Games lua file so it should allow everyone setting it to its liking. My biggest complain with current hud is the color rendering but that's tied to the render engine which doesn't handle well bright saturated colors. What's true in the above, is the glass clipping behavior isn't 100% correct and there has been a shortcut made for the dual combiner thing.
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If you don't have working ILS needles on the ADI, that's either because it's not available on this runway, you are using a wrong frequency, or the map has a bug. You can't have a synthetic runway if the basic ILS needles don't show you receive ILS beams.
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Yes, you are doing it wrong (likely) When designating a TOO, you must have no steerpoint selected on the radar screen. PB17 must say "SP" and no number. Otherwise, if any target point or target point offset is selected, the whole target+offsets group will be updated so that the selected one is where the cross is, and the updated target point (not the selected offset) set as A/G designated target. This pos update is temporary and bound to the A/G designation, and not a permanent update (unlike UPDT) So before working with a TOO designation, unselect the target on PB17 or select a non target point (circle or square)
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That's not correct. Upper part of the image should stop at the back glass while lower part should stop at the front glass. Check for "Dual combiner HUD" for technical details. Implementing this 100% correct with head movements is a bit complex, and I had no time to add it yet (might happen after things settle up a bit on the F-15E) vth_thickness should be adjusted in the saved games customization file, and not in the game files, so that the fix is persistent upon updating
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By default, AUTO is boxed upon entering TWS. Any vectored track will be selected as SDT until you reach a limit of 10. SDTs are identified by hollow bricks, while non designated tracks are solid bricks. If you unbox AUTO, vectored tracks will remain as solid bricks until you TDC designate them.
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You are not supposed to engage 1v4...
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Which numpad did you press? It's the cockpit INS numpad, not your keyboard
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If the turbine was causing a sound with frequency equal to its RPM, would mean it's seriously damaged and unbalanced. Any nominal noise will have a multiple frequency (number of blades, gearing, etc...) but not the base RPM frequency.
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Yes. The MT problem is fixed. This problem prevented HUD brightness adjustment, even by using the cockpit thumbwheel, and only with dcs-mt. There might be keybinds issues, but this is unrelated to MT and using ST version will not make them work.
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The MT issue was fixed a long time ago, it's likely not in cause. There might be an axis bind set by default by DCS, check axis binds and remove it
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Your PCN brightness is at zero. You most likely bound an axis to the PCN brightness. If you do so, and if your axis is at minimum when you spawn, DCS will sync the axis value after a short time, causing these exact symptoms (backlight on, then going off after a short time) Amber button backlights are not tied to the PCN brightness knob but the "Banquettes" light knob. And that's accurate.
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What do you think of the video I posted in the second message at the beginning of this thread.
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So to sum up: - "All deltas have a poor CL/CD" - "Ah yes Eurofighter has a much better CL/CD than expected" (oops it's a delta) - "I don't have CL/CD data about the Mirage 2000 but it's necessarily crap" - "Me, the pretend SME, have much more knowledge than so called official SMEs"
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If it shows "ILLUM" then yes, it lost lock and automatically floods extrapolating the last track. Since it's not a valid lock it won't launch another missile. Until the ToF counter shows "0" there is still a chance to hit if the target is still close to the extrapolated target box. You can break that flood mode by depressing WSC hat, and aquiring a lock again.
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I will add that thrust depends a LOT of speed. You can't use the advertised single value thrust to compute a TWR at speed.
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Yes, current DCS screen rendering technology prevent us from having both the "vision cone" and the screen reflections, unfortunately. Still, the reflection glare on the real VTB is quite low and bluish, due to an antireflection coating, not as strong as what you can see in other modules.
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Is that M2.25? If yes, that's not really surprising. At its max speed, the mirage 2000 is not limited by thrust and drag, but by shock cone intake (shockwaves are not properly stopped to the compressor) and thermal damage. Pilots feedback to this is, it's able to go faster, but it's forbidden. In DCS the thermal damage (canopy, nosecone...) was not modelled. The shock cone limitation is modelled simply by a simple compressor ratio collapse, so the acceleration stops at M2.25 ; in real life this would be likely more complex (possible compressor damage, stall, or engine going into destructive scramjet mode) In any way, the Mirage 2000C is not thrust limited to M2.25.
